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Most of the content of Dragon Age Central has been developer posts to the official Dragon Age forums, first opened in May 2004. But all things must come to an end, and these forums were shut down on 2nd November 2009, the day before the game’s release in North America.

Since I haven’t had time to add much other content to the site for most of 2009, I’ve decided to also shut down Dragon Age Central as it was, leaving it here as an archive.

The new Dragon Age Central is now a much simpler (and fully automated) website dedicated to making developer posts to the new official forum (on Bioware’s social site) easier to find and search through.

It’s been interesting running this site, and in a way I’ll miss it... but hopefully I’ll be too busy finally playing the actual game to care :)
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Forum posts were made by game developers. Please do not take posts out of context. While these individuals will have special insight into certain game-related questions, they are by no means the final authority. Please read the full topic and all its replies before forming an opinion. Remember, all things are subject to change.


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Title: New York Comic-Con 09: Castle Storming Gameplay 2 (source)
Date: Saturday, 07 February 2009 10:17PM
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More camcorder footage of combat gameplay: the much seen ogre battle, this time resolved pretty easily by the party members.
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Title: Leipzig narrated video 4 (source)
Date: Thursday, 18 September 2008 08:01PM
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The fourth and final direct feed (high quality) video of the gameplay demo given at the Games Convention in Leipzig. Narrated by Dan Tudge [dt]. It has mostly been seen previously in low-quality cam-corder videos, but this is the first time we can very clearly see the inventory system, and what happens immediately after the Ogre in the tower of Ishal is killed. Transcript follows.

[dt] Welcome to episode 4 of the demo for ‘Dragon Age: Origins’: the Tower of Ishal. Now before we head into the tower, we’re going to actually swap out to a hero with a different origin. This one, an elven mage, is going to have a little more firepower. So we’re now in the tower of Ishal, and you can see here’s our elven mage. We still have the rest of our original party, you can see the blood and gore is still on them from the previous battles - this stays with you. By the looks of these barricades up ahead we may be in for a bit of a trap, but we’re going to head in anyway.

You can see our party’s been caught in grease. And that emissary up there, well he’s launched a fireball. That fireball’s lit the grease on fire. Now in ‘Dragon Age: Origins’, spells can interact with each other. So in that vein, we’re going to use our mage, cast ‘Blizzard’, and hopefully put this fire out. So while we were putting out this fire with Blizzard, our advanced party tactics sent our warriors up here and started taking out these darkspawn. At any time you can move from character to character in your party. You can zoom out to tactical where you can issue commands, spells, special abilities... you can stay in this view, just like Baludur’s Gate, or you can zoom right back into the action. Now that pause & play really allows you to get up close and get a great shot of the action.

[new spell descriptions seen:]
Tempest
Cost: 60
The caster creates an intense electrical storm that drains the life and mana/stamina of creatures within it.

Flaming Weapons
Cost: 20
Upkeep: 10
When activated, the primary weapon equipped by each party member is engulfed in flames, dealing additional damage with each hit.

Glyph Of Paralysis
Cost: 20
The caster places a glyph on the ground which, when entered, explodes and paralyses the target for a short time.

Flame Blast
Cost: 15
A cone of fire shoots out from the caster’s hands, setting all creatures within the cone on fire.

[with the help of tempest and the warriors, the emissary is defeated]

[dt] Before we push on forward, we’re actually going to loot this emissary. He’s probably got a few items we could use. [items are dragged from a list of items on the corpse to a list of items held by the whole party; there is a 1000 item limit] We’ll certainly grab this Sword of Ogre Strength and this Flamescale Armor; I think they’re going to help us out later.

Now before we head through this door, we’re going to use a buff on our entire party this time. It’s called ‘Flaming Weapons’, and it’s going to add fire damage to all our weapons. We’re going to use the warrior to go through the door first. Now this room’s full of Hurlocks. These guys are a little more difficult. So we’re going to use a different tactic. This time we’re going to use ‘Glyph of Paralysis’, and hopefully we’ll freeze up one of these Hurlocks. Now we’re going to hit ‘em with ‘Flame Blast’. This is a devastating spell, so you’re going to have to be very very careful where you point it. Now clearly in this encounter the flaming weapons really helped out.

You can see our artists have taken a lot of effort in making sure that these environments are absolutely stunning. They’re very very proud of their work. Now that tower guard mentioned that the darkspawn may be coming up from the lower chambers; clearly this hole, it’s one of their entry points. Now earlier we mentioned that spells in ‘Dragon Age: Origins’ can interact with each other. We saw the emissary light the grease on fire with a fireball. We’re going to try the same thing; we’re going to cast grease, and then light it on fire. And what we’re really talking about are spell combos. In ‘Dragon Age: Origins’, you can use spells together to create new devastating effects. Many of these will be documented, but a lot, you’re going to have to experiment with, and find out for yourself. Not sure if I like the sound of what’s behind that door, but we got a beacon to light, so let’s push on forward.

[mini ogre-meeting cutscene plays]

This is one of our more devastating creatures: the Ogre. Creatures like this are going to come with all their own unique abilities: Ogre hurl, pound... we’ve got Ogre grab (this is my particular favourite) - this is where he literally grabs a member of your party and pounds them. We’re going to have to throw everything we’ve got at this Ogre just to take him down. These encounters are going to be intense. They’re going to take every talent, every spell, every tactic you’ve learned.

[the ogre defeats all but one of the party members, then uses grab on him... then alistair is released and manages to defeat the ogre with a finishing move, with just a few percent health left]

Dark, heroic fantasy people, we don’t pull any punches here. Now we’ve got a beacon to light. Let’s see what happens.

[cut scene plays of loghain seeing the beacon, then another ogre grabbing king cailan before a fade to black]

[dt] So today you saw scalable combat, where you are always the hero. And through the story of the battle of Ostagar, you saw the decisions you made changed the way you perceived the world, and the way the world perceives you. And you saw Bioware’s return to it’s roots, with ‘Dragon Age: Origins’.

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Title: Leipzig narrated video 3 (source)
Date: Thursday, 18 September 2008 07:49AM
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The third of four direct feed (high quality) videos of the gameplay demo given at the Games Convention in Leipzig. Narrated by Dan Tudge [dt]. This part contains the battle cutscene seen many times before, and the run up to the tower, also seen before in low-quality shaky cam version. Transcript follows.

[dt] Welcome to ‘Dragon Age: Origins’ episode 3. This is where the action really starts to ramp.

[battle cut-scene plays]

[duncan] The plan will work, your majesty.

[king cailan] Of course it will, the Blight ends here.

[cut scene continues: the blight rush the king’s camp]

[king cailan] Archers!... Hounds!... For Ferelden!

[cut scene ends, player runs across a bridge toward the tower of ishal]

[dt] The battle of Ostagar is underway.

[guard] Help me, they’re everywhere. They’ve taken the... you, you’re Grey Wardens, aren’t you? The tower, it’s been taken.

[alistair] What are you talking about man, taken how?

[guard] The dark spawn came up through the lower chambers and they’re everywhere. Most of my men are dead.

[alistair] Then we have to get to the beacon and light it ourselves.

[player choice 1] Come with us. We could use your help. [chosen]
[player choice 2] Get yourself to safety. Alisair and I will handle this.
[player choice 3] Just point us in the right direction.

[guard] Right, let’s hurry.

[dt] You’ll notice how easily we added this tower guard to our party. This choice is entirely ours. You’ll be faced with many choices like this in ‘Dragon Age: Origins’. My guess is, being a tower guard, he may not make it. We’re about to have our first combat. With the evolution of pause & play, you can pause the action at any time. Now before we head into battle we’re going to use a special ability called a ‘talent’ on our warrior. This one’s ‘Berserk’, it’s going to send him into a frenzy at a cost of stamina. It’s time to take out some darkspawn.

[party battles a group of genlocks]

‘Dragon Age: Origins’ is focused on mature themes, and you can see by this action, we don’t pull any punches here. Now before we engage these darkspawn up this platform, we’re going to actually make use of a couple of additional talents: this one called ‘Shield Bash’, which is just that, and another one called assault, which is a flurry of four blows.

[also seen:]
Shield Pummel
Cost: 30
The character unbalances his target with a well aimed main hand attack, then slams his target with two powerful blows from his shield.

You can see these are very effective talents. For a warrior, effectively using your talents is going to be key to victory in any combat situation. Next time you’ll get to see the tower of Ishal, and our endeavour to complete the mission and light the beacon send Loghain’s troops into battle to crush the darkspawn.

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Title: PAX 08 Dragon Age Origins Demo Part 2 (source)
Date: Saturday, 30 August 2008 12:01AM
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The second of two camcorder videos of the gameplay demonstration given at PAX. (The first is here.) This video comprises the same part of the demo shown at Gen Con as the end of this video and the previously seen ogre battle.

[battle cut-scene plays]

[duncan] The plan will work, your majesty.

[king cailan] Of course it will, the Blight ends here.

[cut scene continues: the blight rush the king’s camp]

[king cailan] Archers!... Hounds!... For Ferelden!

[presenter] The Battle of Ostagar has begun! Dragon Age contains combat from small party skirmishes all the way up to large scale fights like this. Right, get on the bridge here and expect to see how the troops are doing, but no... zoom out a little bit... but we have to get to the Tower of Ishal, complete our own mission. We’re going to jump ahead now and show off some of the other features...

That glow you just saw was a healing spell cast by our mage. We’re fighting the magic user, the Genlock Emissary... healing himself... shield bash... [genlock dies] Now that will allow us to do one of the other four things in a fantasy RPG, that’s loot the dead enemies. There’s a sword of Ogre strength, we’ll take that, and ‘Flamescale armour’ is better than what we have right now. We’re going to open up Alistair’s inventory, we’re going to do some quick changes... there we go... and the sword of Ogre strength. That fight went pretty well, but I think things are going to get tougher, so I want the mage to cast that will enhance the entire party, called ‘Flaming Weapons’. Notice that all the primary weapons in our party now will do extra flame damage. We’re immune to it, but our enemies are not.

Got some Hurlocks there, ok, these guys are tougher. We’re going to get into position here, we’ve got a couple out coming in the corner there. I wanna use the mage to cast another spell called ‘Glyph of Paralysis’, which should hopefully root them to the spot. If not - looks like we missed them - we can use
a spell called ‘Flame Blast’; gotta be careful because it will damage your party, remember? Looks like the flaming weapons are doing their job. Another Flame Blast. Let’s take a moment here to look at some of the architecture cooked up by Bioware artists and designers. Anybody who’s played NeverWinter Nights will be pleased to see that we have ceilings now. Ok, let’s keep going.

I like that, I want to use it again for them. [mage casts two spells at enemies:] There’s ‘Grease’. There’s the ‘Fireball’. Now, our enthusiastic party will charge in [to the grease fire covering the floor]. Think they might need a little healing after this, for all the enthusiasm. Now this stair case leads up to the last room in the Tower of Ishal. Let’s do it.

[party encounters ogre in mini-cut-scene]

The large monsters in ‘Dragon Age: Origins’. He has his own talents like ‘Ogre Hurl’ [...?...] There’s ‘Ogre Pound’, knocked down the party that was surrounding him there. A pretty tough customer. ‘Ogre Charge’, right over one of our party members. There’s a kick. Spell caster’s using ‘Tempest’. There’s a fireball [...?...]. We’re running out of party members here; just the spell caster and Alistair now. Uh-oh, that’s ‘Ogre Grab’. Spell caster wisely healing Alistair. The mage is going to have to distract the Ogre for a bit. Alistair’s taking a beating, but he keeps getting healed by the magic user, which has now drawn the attention of the Ogre. [mage dies] How we doing, Scot?... [alistair is caught by ogre grab] Live demonstrations... yeah. [alistair kills the ogre and the special animation plays] That was the ultimate death blow. Now lets light the signal beacon. [video cuts out]


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Title: PAX 08 Dragon Age Origins Demo Part 1 (source)
Date: Saturday, 30 August 2008 12:00AM
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The first part of 2 camcorder recordings of the gameplay demo seen at PAX this year. There are early main plot and side-quest spoilers, but nothing too significant. It features the first video footage of Morrigan. Transcript follows.

[king cailan] We’re not even sure this is a true Blight. There were plenty of darkspawn but, alas, we’ve seen no sign of an archdeamon.

[duncan] Disappointed your majesty?

[king cailan] I’d hope for a war like in the tales. Yet a King riding with the fleet with Grey Wardens against a tainted God… but I suppose this will have to do. I must go before Loghain sends out a search party. Farewell, Grey Wardens.

[prisoner] I’m a deserter, or so they think. But there’s no arguing with [...?...]. Army’s are funny that way.

[player makes a choice]

[prisoner] I wasn’t a deserter, but when you catch someone sneaking around in the middle of the night, what else are you going to think? Does it matter? All I want is a bit of food and water.

[player makes a choice]

[prisoner] Just ask my guard for his. He’s still got some dinner. I saw him put it in his camp.

[presenter] So, instead of electing to murder him on the spot, we’re going to try to see if we can find him some food, starting with the guard here.

[guard] Lucky tart. You Grey Wardens get to ride with the King while I’m left with the drudgery of guarding this deserter. They should have just hanged him; put his head on a pike as an example.

[player makes a choice]

[guard] I don’t expect it was an enlightening conversation.

[player makes a choice]

[guard] Did you now? Since nobody sends me nothing to feed him with, the only way you’ll get that is if I give him mine.

[player makes a choice]

[guard] Alright, alright. I guess the poor fellow could stand to have one meal before he’s hanged. Though I don’t know why you’d care. I had nothing to do with it though – if anyone asks why he’s burping, I’m going to say it was you. Just so you know.

[presenter] So, I’m also playing a character with a high persuade skill, I’ve convinced the guard the prisoner some food.

[prisoner] Oh? You’ve brought me some food then? I’m so hungry I could faint dead away.

[player makes a choice]

[prisoner] Much obliged. You’re a kind soul, you are. May Andraste herself rain blessings upon you.

[presenter] There you go. You did a very good deed, you gave him some food; feel good about ourselves. Did you notice something that was missing? ⌊he refers to the alternate course of events seen in this demo⌉ Didn’t find out about the key, didn’t know that he had it on him, didn’t get any of the stuff that might have been in that treasure chest. You make a lot of moral choices in ‘Dragon Age: Origins’, sometimes they don’t pay off. Just because you’re the good guy, or just because you’re the bad guy, maybe it doesn’t pay off in the end. So, you just have to make those choices.

It’s real-time, however you can pause, you can zoom out for a more tactical view - you should recognise this from playing a bit of Baldurs Gate. Check out what the enemy is doing. You can cast spells, use your talents, issue commands. You can run the whole fight from here, or you can zoom in, pop into the other party member, so you’re always in the thick of battle, make use of talents. Speaking of talents, let’s use one of the Warrior talents, that’s our character class, called ‘Berserk’: makes us very strong at the cost of stamina.

So the Hurlocks are coming now. I wanna show off another one of the Warrior talents called ‘Shield Bash’. If done correctly and it’s not resisted, it will actually knock an opponent to the floor. We can follow that up with something called ‘Assault’, which is four quick strikes. There’s a Hurlock Alpha there, much tougher opponent, you can see he’s using his own talents... felled by an arrow! Switch over to one of our party members there to continue; I think we’ll have to get everyone involved in close quarters combat, so I’m going to switch to Jory there, who’s using the bow, and switch out for sword & shield... there we go. Now we’re going to bring the combat to them. Looks like we’ve got two more archers to deal with - you see up in the mini-map here, help to sort things out... one more archer, we’ll make short work of him. So if there’s any healing to do, the mage can do that... oh, we don’t have a mage, that’s right.

Ok, we’re going to keep going, we’re going to show you a character who hasn’t been seen before as well, her name is Morrigan. Sort of a mysterious character, there’s been a bit of speculation about what she is. This is actually the first time that you will meet her in the game.

[morrigan] Well well, what have we here? Are you a vulture, I wonder, a scavenger poking amongst the corpses for bones that are long since cleaned. Or merely an intruder, come into this Dark Spawn [...?...] easy prey.

[presenter] So we’re not going to talk too much about her today. Just wanted to show her off a little bit. Actually going to jump ahead a little bit further. But if you look [... video cuts out]


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Title: Dragon Age: Origins 20-min gameplay video from Gen Con Indy 2008 (source)
Date: Tuesday, 19 August 2008 12:01AM
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‘Musashi’ from the yellow-menace website posted this video taken at GenCon on his camcorder. It features a demo of the game, showing off certain aspects of gameplay. It contains minor sidequest and early main-plot spoilers.
Quote:
This was ripped straight from my DVD Handicam

This is the second part of a set of three videos, the first is here and the last is here. Transcript follows.

[the demo starts with the side quest involving a prisoner, chosen because of its simplicity and speed of resolution. the player faces a man trapped in a cage.]

[prisoner] But it’s come back into my possession
[player makes a choice]
[prisoner] Yeah, well, do you want the key or not?

[presenter] ... just little bits of humour every now and then offsets the dark and gritty. But here’s a great example of choice. Now, the choice of what to do with this guy is up to you. Perhaps you’re a more noble player, you want to help this poor guy, give him a little water, or maybe you’re a little darker, a little more sinister, you’re more interested in maybe getting the key for yourself, trying to find that chest... the way you want to play is totally up to you. Anybody have preferences on which way we want to go?

[player option 1] I’ll see what I can do.
[player option 2] Ill tkat that. (kill him and take the key.)
[player option 3] Forget it. I need to go.

[audience] Kill him!

[presented] We have yet to do a demo where we do not kill him. [laughter]

[prisoner] You can’t do that! Guards!

[the player approaches the cage, drawing a small dagger, before knifing the defenceless prisoner in the gut and walking away]

[guard] What? What in Andrasteys[?] name did you do that for? Just because you’re a Grey Warden doesn’t give you the right to go and kill anyone you please. Explain yourself.

[player option 1] He lunged at me. I had to defend myself.
[player option 2] He spit on me. He got what he deserved.
[player option 3] I don’t have to explain myself to you. [chosen]

[guard] You’ll have to explain yourself to someone. Well, no skin off my teeth. When they ask me why he’s dead, that’s what I’ll tell them.

[presenter] We got a simple response in this case, the guard is almost happy the prisoner is dead. Now he can go off and have a drink or some hot food. But this is the kind of choice that can come back to haunt you later on. Although the guard’s fine with what’s happened, perhaps someone else you might encounter later in the game is going to have a few more questions for you. The decisions you make will have lasting repercussions. Now we can continue on and explore through the camp, but I’m going to have Jason jump to another area further on into the story.

By this point we’ve been exploring out here in the swamps, called the Korcari Wilds; lots of different areas for you to explore in Dragon Age, we’ve got ruins, dungeons, wastelands, cities, all the classic RPG experiences. You’ve now become a Grey Warden, you can tell he’s wearing the Dragon Age shield on his back, the Grey Wardens’. It’s the night before battle here at the King’s camp, you’re going to go talk to King Cailan and his trusted adviser Loghain to find out what role you’re going to play in the battle ahead. So Jason, move ahead and talk to the King.

[king cailan] Loghain, my descision is final. I will stand by the Grey Wardens in this assault.

[loghain] You risk too much Cailan. The dark spawn horde is too dangerous for you to be playing hero on the front lines.

[king cailan] If that’s the case, perhaps we should wait for the Orlesian forces to join us afterall.


[loghain] I must repeat my protest to your fool notion that we need the Orlesians to defend ourselves.

[king cailan] It is not a fool notion. Our arguments with the Orlesians are a thing of the past. And you will remember who is King.

[loghain] How fortunate Maric did not live to see his son ready to hand Ferelden over to those who enslaved us for a centuray.

[king cailan] Then our current forces will have to suffice, won’t they? Duncan, are your men ready for battle?

[duncan] They are, your majesty.

[king cailan] And this [the player] is the recruit I met earlier on the road? I understand congratulations are in order.

[player option 1] Thank you your Majesty. [chosen]
[player option 2] I didn’t have a choice, really.
[player option 3] I don’t feel that special.

[king cailan] Every Grey Warden is needed now. You should be honoured to join their ranks.

[loghain] Your fascination with glory and legends will be your undoing, Cailan. We must attend to reality.

[king cailan] Fine, speak your strategy. The Grey Wardens and I draw the dark spawn into charging our lines, then?

[loghain] You [the player] will alert the tower to light the beacon signaling my men to charge from...

[king cailan] To fight the dark spawn. I remember. This [pointing to a map on a table] is the tower of Ishal in the ruins, yes? Well who shall light this beacon?

[loghain] I have a few men stationed there; it’s not a dangerous task, but it is vital.

[king cailan] Then we should send our best. Send Alistair, the new Grey Warden, to make sure it’s done.

[player makes a choice]

[loghain] You rely on these Grey Wardens too much. Is that truly wise?

[king cailan] Enough of your conspiracy theories Loghain. Grey wardens battle the Blight no matter where they’re from.

[duncan] Your majesty, you should consider the possibility of the Arch Demon appearing.

[loghain] There have been no signs of any dragons in the Wilds.

[king cailan] Isn’t that what your men are here for Duncan?

[duncan] I... Yes, your majesty.

[mage] Your majesty, the tower and its beacon are unnecessary. The circle of magi...

[priestess] We will not trust any lives to your spells, mage. Save them for the dark spawn.

[loghain] Enough, this plan will suffice. The Grey Wardens will light the beacon.

[king cailan] Thank you Loghain. I cannot wait for that glorious moment. The Grey Wardens battle beside the King of Ferelden to battle the tide of evil.

[loghain] Yes, Cailan. A glorious moment for us all.

[presenter] So now we know our role in the battle. We have to reach the tower of Ishal, we’re going to light the signal fire so Loghain knows to sweep in and defeat the dark spawn. We have our two party

members with us: we have Alistair a talented Grey Warden - well equipped to help us get through any locked doors we might encounter. Again the party interaction, totally up to you who you’re going to take. You can have a [?] party of people you’re going to encounter in the game, some will want to come with you, some may not depending on the choices you make throughout the gameplay. But now we’ve got our party, we’re going to go ahead and join the battle of Ostegar.

[as the player crosses a certain trigger point, a cutscene plays]

[duncan] The plan will work, your majesty.

[king cailan] Of course it will, the Blight ends here.

[cut scene continues: the blight rush the king’s camp]

[king cailan] Archers! ... Hounds! ... For Ferelden!

[presenter] There we go, the battle has begun, remember our mission was to reach the tower of Ishal, light the signal fires for Loghain. [?] through the camp, trying to avoid all the dangers along the way. [...?...] there certainly going to be some large combat you’ll be taking part of Dragon Age: Origins, small party encounters right up to massive epic battles. [...?...] we’d better keep moving.

[guard] You’re Grey Wardens are you? The tower, it’s been taken.

[alistair] What are you talking about man, taken how?

[guard] The dark spawn came up through the lower chambers and they’re everywhere. Most of my men are dead.

[alistair] Then we have to get to the beacon and light it ourselves.

[player makes a choice]

[guard] Right, let’s hurry.

[presenter] So our mission has just become a little harder. We don’t just have to reach the tower, now the tower has been taken by the dark spawn and we have to fight them off. Now we had a party of two people with us. To give us a little extra [?] we can go ahead and add the tower guard here to the party.

Sometimes you get party members [...?...] you can have a lasting impression, you might be able to do a romance with them, or [...?...] story detail. Other times you’re gonna pick up guys like the tower guard, probably a little less important - you can tell by the lack of a first name. But we’re going to go ahead, continue on with the battle... Reach the tower.

[brief cut scene plays of a fierce dark spawn member]

We got a bunch of dark spawn here. So Jason’s going to pause the game here. Now the way you play Dragon Age: Origins is totally going to be up to you. Some players are going to want to pull up your sword, hunt them down and start swinging, that’s fine. Personally that’s the way I play a game. Other people are going to want to take a more tactical approach to the game, as Jason has done: pause the game, pull the camera out, put it in tactical view, rotate it around, so he knows exactly what he’s going to want to do.

The choice is up to you. Now you can also just control the main character like I do, other people are going to want to take a more direct hands-on, you can also individually control the party members should you so choose. The choice is up to you. In this case Jason’s going to focus on the main PC, he’s a melee fighter-based character. So we’re going to go ahead and use our sword and shield in battle, and we’re going to start off with some of the talents and abilities of the player. The first one we’re going to go through is ‘Berserk’. Berserk allows you to do more damage in combat, however it comes at a cost of stamina. All the choices you make in Dragon Age: Origins you’re going to have little desicions for you. Do a little more damage but get tired easier. The choice is up to you. Jason’s activating ‘Berserk’. The party has a good AI system [the party members run out in front and start attacking whilst the pc activates his talent], they already know [...?...] to attack the enemy. We’ve got a group of Genlocks here. Genlocks are sort of smallish foot soldies with the dark spawn. Also got a Hurlock here, Hurlocks are a little tougher, but fortunately there’s four of us here in battle. Next we’re going to go up the rise, looks like we’ve got another Hurlock, it’s going to be a lot tought up here, so what Jason’s going to do here, he’s going to start off with a ‘Shield Bash’. Shield Bash is exactly what it sounds like - attack with the shield to try and stun the opponent or knock him down. Then he’s going to follow it up with ‘Assualt’. Assault is a series of [?] fast attacks, doing a lot of damage. [...?...]

Here we are now at the base of the tower or Ishal. Before we go inside, we’re going to change things up a little for you. We’ve been playing a melee class human fighter, we’re going to show off another key feature in Dragon Age: Origins, and that’s magic. [load game screen comes up, the interface looking like an open book] Magic is a key part of a good role-playing game, a fantasy game; we’re going to go ahead and change to a character with a different origin story: instead of a human male we’re going to play an elven female. [loading screen is a picture of a genlock] Here’s a quick close-up of a genlock for you, one of the dark spawn. Magic is extremely powerful and a little mistrusted in the world of Dragon Age: Origins. Mages have a lot of power and have to be controlled very tightly. [party is inside the tower, by the entrance as the camera moves around them] There she is in the front row, that’s Cathrielda, our elven mage. We also have three party members with us still from before in the battle outside, that won’t be able to be [?] off until after the battle is over. We’re going to move into the room with Enetio[?] first, always send a fighter in first, just in case. Here comes some barricades set up, it looks like it’s going to be a trap. We also have a powerful magic user called a genlock up ahead who’s cast a magic spell called ‘Grease’; slowed our movement rate and trapped us a little bit. He’s also cast off a fireball. One of the key features of magic in Dragon Age: Origins is magic interacts with each other. Now watch what happens when fire meets grease. [the grease catches fire and the fighter is knocked back and burns, then the player takes control of the mage and moves her into the room] [...?...] here has a spell called ‘Blizzard’, a [?] of ice, snow and cold making a blizzard to put out the fire. Some combinations are going to be very obvious to you, others you’ll have to discover as you play the game. Even without direct control the party’s intelligent enough to continue to [?], attacking [...?...]. There’s the Emissary waiting by the [?], he’s a pretty powerful magic user and has managed to freeze Alistair twice. [...?...] This battle’s usually very tough, we’ve run this demo a number of times and the Emissary is a powerful magic user... [the enemy mage is stunned and two party members get the advantage]... but we managed to defeat him.

Now you can see that now that the initial combat is over, the party members that have fallen in battle, they’re not actually dead, they’re just wounded to the point of not being able to assist. Once the battle is over they will come back and they will be less effective until you’re able to heal them. Unless the entire party dies, if the entire party dies you’re loading saved games. Now that everyone’s healed up, we’re going to the next great system of any true RPG, and that’s looting corpses. Everybody likes a little extra treasure, a little extra gold, a little extra magical item. [loot/inventory screen is list-based and looks like an open book] [...?...] we’re going to go ahead and equipe those, put them on Alistair, make him tougher for the battles up ahead. [...?...] Before we go to the next area, that last area was a light tough, we’ll get Jason this time to buff the entire party by cast off a spell called ‘Flaming Weapons’. This spell - the party is [...?...] - but it’s going to add fire damage to our weapons in the next area. Now that the party’s buffed up we can head through the door and see what’s on the other side.

Ok [...?...] Hurlocks in here, so what Jason’s going to do is move to a safe point so the mage isn’t in the middle of everything [a melee fight in the center of the room], he’s going to try and freeze some of the Hurlocks in place with Paralysis. And here’s another powerful spell called ‘Flame Blast’, which essentially turns your staff into a massive flame thrower... getting ready to cast the spell... there it goes [two enemies in the line of fire drop dead]. Once again, magic very powerful. If you’re not pointing your staff in the right direction, you’re going to be roasting your own party. That’s something you need to be aware of whilst you’re playing the game. So the Hulocks are done for this room, you can see some environments of the interior inside the tower. Now do we have any Neverwinter Nights players here? You may notice something we didn’t include in Neverwinter Nights: we’ve got ceilings in Dragon Age: Origins. [laughter] We’re going to continue on, no time for ceilings, move to the next room.

This room looks empty, it’s obviously the tunnel they came up into the tower through. Let’s move on into the next area. [...?...] in this room we’ve the party taking on one really close, but we can go ahead and take them out at range with the same spell they used against us when we arrived. Now Jason’s going to cast Grease, you can position the [?] for most effect, it’s your choice. She’s going to light it with a fireball. [the distant enemies cought in the two spells quickly escape the conflagration and rush to the party to engage them in melee] The party members are smart enough not to run into the fire, the tower guard as I said, the three levels of NPCs, [...?...] but really, if you really wanted to, you could send your party in to take the damage, relying on the healing magics of your caster. Totally up to you. Well, we’ve managed to defeat the Genlocks here in the lower area, we have to [...?...] through this door. I’m hearing some unsettling noises on the other side of this door. Maybe at this point, if this mission wasn’t so vital, I might just back off. Might say to myself, go get some armour, maybe I’ll go do a romance. I’ll go do one of my other subquests or something. In this case the mission’s too vital [video cuts off short]


- edited on Friday, 22 August 2008 10:07AM -
 Preview Article 
author:
Robert Howarth

interviewees:
Unknown

Categories:
Quality:
[+] [¤]
Source: Dragon Age: Origins Preview
Date: Friday, 18 July 2008 02:33PM
  • Currently 2.5/5 Stars.
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[...]
You play a fledgling Grey Warden, a sect of warriors who are sworn to serve King and Country in a war against the Darkspawn. So far, after a few battles, the war has gone well. Unfortunately – that’s all about to change.
[...]
[it] has sweet particle effects, plenty of atmospheric and ambient touches that help immerse you into the universe. There’s an epic feel about the battles as you can see literally hundreds of people (and monsters) on the screen at once in some cases. Decal effects are in, as the blood and gore stays on you, even after you zone into new areas.
[...]
It mixes real-time and turn-based mechanics offering players who want to micro-manage their parties more of an active hand in doing so. You can also jump into any party member at any given time so that’s a plus too. Thankfully, Dragon Age isn’t a button masher, as melee classes get a wide selection of weapon styles and combo attacks that you can slap unto your hot bar.
[...]
Both characters and monsters have special attacks as well as standard combo and style moves. In one fight our group had against an ogre, it was able to pick people up, punch them in the face and then throw them around.
[...]
As far as magic goes, mages serve as healers, buffers and damage dealers. [...] the spell system seemed very open and interactive. You could, for instance, put out fires with ice spells or even light oil ablaze with a fireball. If you have two AI mages in your party they will actually work together to weave cool little combo effects together
[...]
On the bottom they had a 20 button hot-bar
[...]
one of the biggest concerns people have is: does the content scale to your character’s level ala The Elder Scrolls IV: Oblivion? In Dragon Age’s case, that is going to be no. Monster levels are pre-set so if you don’t follow the storyline odds are you’re going to get your face eaten off by something much tougher than yourself.
[...]
 Preview Article 
author:
Justin Calvert

interviewees:
Unknown

Categories:
Quality:
[+] [¤]
Source: E3 2008: Dragon Age: Origins Gameplay Impressions
Date: Friday, 18 July 2008 02:30AM
  • Currently 2.5/5 Stars.
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[...]
BioWare invited us to check out an extended demo
[...]
at the start of the game you’ll be assuming the role of a recruit signing up with the gray gardens[sic, should be wardens]--a group of paladin-like warriors tasked with defending humanity from enemies such as the orc-like horde they refer to as the blight
[...]
A starving prisoner being kept in a cage awaiting sentencing pleaded for help as the protagonist approached, and offered to exchange the stolen key that put him in there for food and water. After some interactive conversation, three options presented themselves; help the guy out, ignore him, or kill him and take the key.
[...]
The cinematic camera angles did a great job of showing off the detailed character models, as well as how great the lip-syncing in the game is already.
[...]
Heading toward what was left of the tower, he went from something resembling a traditional Baldur’s Gate camera view to a third-person view more like that used in action and MMO games. The control interface was also reminiscent of those featured in many popular MMOs, since all of the character’s moves appeared to be bound to a row of 20 buttons along the bottom of the screen.

In Dragon Age you won’t just be controlling a single character. Rather, you can lead a party of up to four characters that, at times, will include guys as generic as the "tower guard" who offered to help with the mission alongside characters who can presumably stay with you long-term.
[...]
When the party entered the tower the guy running the demo opted to swap out one of its number for an elven mage with an impressive arsenal of spells at her disposal. The reason for that became obvious when, moments after stepping through the door into the tower the greasy floor was set ablaze by an enemy hurling a fireball at it. The mage was able to extinguish the fire by calling down a swirling blizzard that left a thin layer of snow on the floor. That was impressive, and things only got better when we were shown how Dragon Age, like other BioWare games, gives you the option to pause combat at any time and give instructions to your characters while time stands still.
[...]
the mage showed off a number of other spells that included a lightning-like tempest that engulfed the entire room, a flamethrower attack, a glyph of paralysis that slowed down enemies, and her ability to heal other party members. Oddly, she was also able to cast a "grease" spell that coated an area with the same flammable substance the party had almost been killed by earlier. An unusual spell for sure, but an extremely effective one when used in conjunction with a well-placed fireball.
[...]
The first thing the ogre did was hurl a boulder toward the mage who was keeping her distance, and then it pounded the ground to briefly knock over the rest of the group who had moved in the for the kill. The ogre’s most impressive attack saw it grabbing a member of the party and then punch him repeatedly. We’re told that characters armed with shields will have a chance to free themselves with a "shield bash" move when this happens
[...]
 File: Video 
Editor:
sendu

Categories:
Quality:
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Title: Face Time: Dragon Age (source)
Date: Thursday, 17 July 2008 07:52PM
  • Currently 2.5/5 Stars.
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e308_20080716_facetimedragonage_flv.flv
28.8MB 480x360 4m12s vp6f | 295 downloads

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G4 interview Greg Zeschuk (GZ) at E3 2008. As the interview progresses we see an expanded view of the first-floor battle seen in the first 3m direct-feed gameplay video from Bioware that briefly shows the inventory UI.

The inventory shows items as a list on the right-facing page of a book, with the ‘paper-doll’ of the character and various item slots on the left-facing page. There are 12 slots which might correspond to head, weapon, neck, body, legs, feet, quiver, shield, second weapon, unknown, ring and ring.


Interview transcript follows:

G4: All right, please welcome the co-general manager of Bioware, Dr. Greg Zeschuk. Bioware! Come on! All right, so, what’s initially notable about this is that we’re dealing with a PC game. So you guys are getting back, getting your hands dirty on that. And it’s a fantasy game that is not from Dungeons & Dragons: it’s your own creation.

GZ: Yup, ‘Dragon Age: Origins’ is really a return to Bioware’s roots. That’s one of or part of the ‘Origins’ name, or what it means to us. And it’s really us going back to what we did with the classic formulae in Baldur’s Gate years ago, bringing it up-to-date in terms of technology and what we’re delivering is going to blow people away.

G4: Now, for those people - and there some young folk out there - that haven’t played the great Baldur’s Gate, what is that type of combat that you’re returning to?

GZ: What you’re seeing on screen right now is... I’m starting out with one of my guys - I’ve got a party of four so it’s a party based game - and what happens is you can control the actions of all of your party. You’ll see here this guy is going to get stuck in kind of a... this guy is going to cast a spell at him... pause it play... you can pull back... here stuck in some grease which is going to lit on fire. The whole game is actually very tactical and you actually control the characters and what they do at every moment - your entire group and plan it almost like a chess match.

G4: Now, will you be moving one character’s directions and the others follow you? How will you be managing all four?

GZ: You decide. You can actually program the AI, you can actually have them follow you, you can have them act as a group, you can have ‘plays’ you can call. You’re seeing right now this is the classic Baldur’s Gate view - the top-down isometric so you can really control the tactics. So the cool thing then... and then you can jump in and enjoy... what we’re doing here is the mage is about to throw a blizzard on top of that fire, put it out... pause the game here... about to turn it off, you can see her [person playing the demo] kind of coming back [moving the camera back], make sure you put the spell in the right place - you’re seeing choosing which spell or which talent to use; she’s going to cast a spell and pop it back into the action and let it rip. So here we go. She’s put out the fire... blizzard’s put out the fire, the guys can run through, we’ll show some other guys fighting... It’s very engaging both from a combat perspective but also emotionally and in the dialogue and everything else.

G4: Now yeah, that’s what I wanted to get to. Obviously with Mass Effect you have perfected the art of story-telling inside of a game - are we going to see similar techniques that you used there inside of Dragon Age?

GZ: A lot of the technology is the same, like that same face technology, same realistic characters that we had: it creates this emotionally engaging experience. The world of Dragon Age is very serious - heavy world, you know it’s an ‘M’-rated game, lot of blood, lot of really serious situations - you know, that’s just what the team wanted to build.

G4: Now, in terms of how the story goes, does it branch enough that you would like to see people play repeated times to find different surprises?

GZ: Absolutely. And the way the game starts is something called an ‘Origins’ story and that’s a very special personal thing that you experience that is the lens through which you see the world and also how the world sees you. And you really do choose if you’re going to be a hero, a martyr or a tyrant.

G4: And I want to make sure that you guys get your own ‘props’: you’re not using the Unreal engine as you did with Mass Effect, this is your own technology?

GZ: Yeah, absolutely, the team - just call out the Dragon Age team they’re awesome, a lot of folks at Bioware worked on this engine. You know, it’s a little bit different style of engine than what we did with Mass Effect and obviously we built upon the Unreal engine in that case; this is really designed to support all the data and all the information you have in an RPG.

G4: Now, I guess the other question is when do you think we might be playing it?

GZ: Well this is a little bit different than our usual style which is when we announce the game, show it for a number of years... what we did is we announced it a while back, kind of let it stew, fans got excited; we’re showing it here, it’s totally playable, guys can play it in our booth, and the exciting thing is it’s coming early 2009 which is not far away.

G4: Wow, well that’s great. Listen, since I have you here, anything about Mass Effect or KotOR?

GZ: I don’t know anything about what you’re talking about. I know we’re talking about this Mass Effect stuff, but you know I’m kinda... I’m losing... I... I... I’ve had a long day and my memory is really kinda weak right now; I’ve kind of lost it, sorry.

G4: Well all right. I’m coming up to Edmonton and going to sleep outside of the offices. Greg, thank you so much for coming. It is an honour, always to be with the men from Bioware.


- edited on Thursday, 17 July 2008 08:51PM -
 File: Video 
Editor:
sendu

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Title: 3 minute gameplay video (source)
Date: Thursday, 17 July 2008 01:08AM
  • Currently 2.5/5 Stars.
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DAO_3min_gameplay_performanceenhanced_H264.mov
323.4MB 1280x720 3m1s avc1 | 463 downloads

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On the same day that it was shown to the press at E3 so they could write their preview articles based on it, Chris Priestly (Community Communications Coordinator) and Jay Watamaniuk (Community Manager) provided a treat for fans by uploading the 3 minute gameplay video to a ‘secret’ area of their website.

It features brief cuts of walking around in various locations, a scene of dialogue with King Cailan, but the focus is on the battle with the ogre seen in some of the E3 screenshots. The zoom level is changed throughout the video, showing off over-the-shoulder gameplay and more traditional top-down-tactical gameplay.

Detailed description and transcript follows:

[camera rotates around a male human fighter with round shield and sword strapped to his back]

[outdoors, the pc approaches a woman orating on a stage]
[woman] ... the death that may await. Death is no failure my friends. Should it find you, you will not have failed your king. You will have served your maker. Die in this....

[a different male fighter pc runs down a street at night. cuts to a dialogue scene, camera close over the shoulder of the pc, as king cailan addresses him]
[king cailan] Every Grey Warden is needed now. You should be honoured to join their ranks.

[pc is atop a wall as a battle rages somewhere below. an explosion damages people]
[off-screen voice] Release the hounds!

[a party of 4 characters (classes: rogue, warrior, wizard, ? another warrior ?) enters the tower of ishal]

[they arrive at a burning grease fire on the ground. the game is paused, the camera moves and pans about, the centre of the fire is targeted and the wizard in the party casts a ‘blizzard’ spell to put the fire out.]

Blizzard
Cost: 30
The caster conjures a vicious snowstorm to cover a large area around the designated lcoation. Within seconds of finishing the spell, the ground becomes slippery due to ice, reducing enemy movement. Enemies inside the area take cold damage increasing as the storm gains intensity. Any creatures still within the area of effect when the storm reaches it’s height are frozen solid.

[meanwhile the rogue and the warrior fight a genloc, which at one point is stunned before being killed by the party]

[another fight ensues against more enemies. one of the characters is able to resist some enemy effect. the wizard casts a grease spell covering the floor with grease before casting ‘fireball’ to kill the genlocs]

Grease
Cost: 25
The caster causes a large area around the designated location to become slippery with oily slick. Movement within the area of effect is slowed. If a fire is brought into the oil slick, it can set it on fire.

Fireball
Cost: 25
The caster hurls a flaming projectile towards the target location, spawning a large explosion on impact. Creatures caught within the blast immediately take major fire damage and continue to burn for a short duration.

[the party reaches the top floor of the tower and rush in, but halt in surprise as they come across the ogre, who is seen from behind eating some poor creature]

[after the cut-scene introducing the ogre is over, it promptly picks up one of the party members and starts beating him as the other party members try to kill the ogre.]

[as the battle progresses the wizard casts lighting and healing spells, and other are revealed.]

Shock
Cost: 15
The caster shoots an arc of electricity from this hands. Any target caught in the area of effect receives moderate lighting damage and mana/stamina drain.

Lighting
Cost: 40
The caster unleashes a powerful bolt of electricity, dealing a high amount of damage to the target.

Winters Grasp
Cost: 15
A medium damage cold attack especially effective against fire based creatures.

[clearly a difficult battle, eventually all but a warrior is left standing, but with one final cut, the ogre is defeated with a spray of blood and a brutal finishing move that involves the warrior leaping on to the orgre’s body and administering a coup-de-grâce. during this animation the other party members get back on their feet, revived, and afterwards the wizard casts some more healing spells on the warrior.]

Variants



- edited on Thursday, 17 July 2008 02:08AM -
 Preview Article 
author:
PC Gamer

interviewees:
Scott Greig ~
Project Director

Categories:
Quality:
[+] [¤]
Source: The masters of the RPG return
Date: Monday, 12 February 2007 12:00AM
  • Currently 2.5/5 Stars.
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[...]
BioWare are looking to add a third layer of communication to what is said and how it’s said; how characters look when they speak.
[...]
Five people have spent four years fleshing out the details. Not programming or designing levels, just creating the world and writing its history.
[...]
We want Dragon Age to feel like it has a history, rather than a few random fantasy elements thrown together.
[...]
Your main character will be joined by up to three comrades. "All the characters have their own agenda," says Scott. "We’re very clear about what they want, and it’s not just straightforward good or evil. We’re going to be clear that when you act, there will be fallout."

Your hero will also be invested with an Origin Story. There’ll be two to choose from for each race - the example they give is a dwarf noble or commoner - and this choice entirely dictates your first couple of hours in-game, giving some texture and logic to your involvement in the main quest. It will be a recurring theme later in the game, too: there’ll be a nemesis specific to your Origin Story who’ll be back to haunt you throughout your adventure and if you, as a dwarf, ever venture back to the dwarven lands you came from, your history as well as your choices can impact the plot.

All the Origins lead to the same starting point for the overall plot after an hour or two, but their influence continues throughout the game, creating different subplots later on. For each race, there’s one traditional fantasy Origin, and one that’s "a lot more edgy". From three archetypes - fighter, rogue, mage - before long you’ll get a chance to specialise your main character’s class (and those of your party). Later in the game, yet another level of choice will enable you to mix and match abilities in a way old-fashioned D&D wouldn’t dream of.

Wondering about that name? Think ‘Bronze Age’ or ‘Iron Age’ - the game takes place in an era dominated by dragons and powerful magic. "Magic is a really big deal. If someone were to walk into a pub, point the finger, and you burst into flames, that would have real consequences in the world. There’d be all kinds of controls put on the use of magic." Scott’s point is that this world isn’t complacent about magic, death and destruction.
[...]
Instead of people standing toe-to-toe and swinging repeatedly, they’re ducking and dodging and moving to attack.

They also wanted to get large-scale combat right - presumably because there’s likely to be dragons to fight. "We really want it to feel like the cave troll scene from The Fellowship of the Ring," explains Scott. "The key thing is that you’re not in control of one person, you’re in control of the whole battle. You’ve got the party guys running out, with one guy jumping up on the back and stabbing, the other guy ducking between the legs. Maybe one character distracts the dragon so another can sneak up behind it, while magic-users find cover and cast spells. Maybe your wizard turns over a table and shelters behind it. Or maybe you’re under attack from a wizard behind an overturned table, and you just blow that table away."
[...]
"I was the first programmer on the Neverwinter Nights project," says Scott. "We expected a certain level of community involvement, but it’s gone beyond our wildest dreams. We’ll be including a similar level of support for custom content in Dragon Age. But the training wheels are off. You’ll be able to create a game as detailed as Dragon Age using our tools."
[...]
 Preview Article 
author:
Sean Molloy

interviewees:
Scott Greig ~
Project Director

Categories:
Quality:
[+] [¤]
Source: BioWare returns home to PC roleplaying with Dragon Age
Date: Thursday, 07 December 2006 12:00AM
  • Currently 5/5 Stars.
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[...]
Most of Dragon Age’s production efforts till now have focused on creating powerful tools, but Greig says the content will come together quickly enough for a winter 2007/early 2008 release. The tools will be made public in some form, but don’t expect the ease of use of Neverwinter Nights’ construction kit.

"It’s going to take more time for the basic user to make levels," says level artist Andrew Farrell, demonstrating advanced techniques such as the ability to create overhangs in the terrain. "But there’s a lot more power, and the levels will be a lot better."
[...]
A player character in ratty armor with a shield and sword comes across three ugly orcish things in the street. At first, the camera is behind the player’s shoulder--"Explore Mode," Greig calls it--but as the enemies take notice and move in to attack, the camera swings up to a nearly top-down, parkade-inspired perspective. Greig explains that you can issue commands to your party (four characters all told, at least for now) in real time, pause the action, and queue up spells and special attacks
[...]
"We wanted to make sure that when you look at a fight, it’s not just swing, swing, swing...we want to make it look like these guys are actually fi ghting and reacting. And we’re making sure group combat is really cool--it’s not just two guys fighting; you can actually have synchronized attacks with the people around you, too."

"Instead of people standing toe-to-toe," adds Santos, "you’re actually seeing people duck and move and attack. Every time they get hit, you feel for them because they just got bashed in the head with something really heavy.
[...]
"Remember the cave troll fight in The Fellowship of the Ring? That’s what our large creature combat is going to be like. You’ve got the party guys running out, one guy jumping up on the back and stabbing, the other guy ducking between the legs." Objects in the environment can be manipulated in your bid for tactical supremacy: Knock over a table to fire arrows or shoot fireballs from behind cover, but only where it makes sense--emergence be damned, in BioWare’s reckoning. "There will be a lot of ways of going through combat, and lots of different ways to interact with the environment...but our philosophy is that handcrafted is always better than random stuff."
[...]
[e3 2004] "was our proof-of-concept test. [...] we knew it was early, but we wanted to make sure fans knew we were working on PC games, too.
[...]
we went back to the drawing board and started working on the brand-new engine, the Eclipse engine that’s gonna be in Dragon Age."
[...]
we hear George R. R. Martin’s A Song of Ice and Fire series spill from more than one pair of lips, and the art direction takes a note from Frank Frazetta’s Conan paintings. Folks utter the word "dark" at least four dozen times; "mature," "realistic," and "sophisticated" aren’t far behind.

"'Dark heroic fantasy’ really captures what the world is all about," echoes Greig. "The grittiness, the horror elements, blood, dirt--it’s going to be a lot darker than anything we’ve done in the past. We still wanted to capture the high fantasy elements. There are heroes, villains, obviously dragons--it’s called Dragon Age, after all--but it’s more than just your standard ‘take fantasy elements and toss them together’ game. We wanted to make a living, breathing world that actually had a realistic feel to it. If people actually had magic, how would they react to it? If someone could walk into a room and point a finger and turn you into a fireball, this isn’t something anyone would take casually. If this were history, and we had these situations with magic and monsters and creatures, how would this work out?" Even the name of the game is meant to ground the fantasy in history--this is the Dragon Age, meant to stand in a line tucked amidst the Bronze Age, Steel Age, and Industrial Age.
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You’re literally going to decide the fate of nations, who’s becoming king, what nations are actually around after...what races are around. You’re going to have to make some hard choices in the game, but we want all the choices to be clear. The player’s gonna know if he does this, there’s a really horrific consequence. Decisions are gonna be hard...and sort of shocking."
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"We use a class-based system that has levels--we’re staying that close to our D&D roots. You start off with three basic classes, the wizard, fighter, and rogue, just to get you started. Very quickly, you get access to advanced classes, and even within those classes you get to customize abilities, stats, and talents--you buy points, build it up, and after a short while you’ll be able to pick even more advanced classes. If you want to have a fighter-type character with magic-like abilities, there’ll be a route you can take for that. If you want to be a barbarian berserker, you can do that, too...there’s a route for everyone so players can build their character the way they want. There’s a stupid number of class abilities and special abilities...I think it’s more than in any other BioWare game."
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"Say, for example, you want to be a dwarf--you’ll have different choices for what kind of setting in the dwarf environment you start in. So if you pick dwarf noble, then you’re part of the royal family in one of the dwarven cities, and that’s where we start you off. And you spend the first hour or two of the game interacting with that world. You get to learn all about the dwarves and the plots that are going on, and major things happen to you personally. We also introduce at that point a nemesis for you--not the main villain in the game, but someone who’s going to be dogging your footsteps throughout Dragon Age, and eventually you’ll have to come face-to-face and deal with him. Your nemesis will be different depending on your origin.

"One of the other options is a dwarf commoner--pick that, and you start off working the sort of dwarf underclass. The nobles have their honor, but you start off down in the gritty and real dwarf environment, and you have to struggle through the street stuff...you have to work to forge your place in the underworld of dwarf society. And it’s a completely different story-- you’ll run into some of the same characters [that] you would as the dwarf noble, but they’ll treat you and react to you differently."

Once you’ve played through your chosen origin, world events intersect, and you’ll find yourself pulled into the same plot as all the rest--with different twists and side quests based on your roots. "If you go back into the dwarf city, depending on whether you were a dwarf noble or a dwarf commoner or an elf or human from one of the other stories, the NPCs will completely react to you differently with different subplots and different stories that open up for you."

"We’ve basically covered all the major fantasy archetypes," says Greig. "Each race has a classic, traditional origin story, and then we’ve got one that’s a lot more edgy. We’re finding in testing that the unusual ones are the ones that people like the most."
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"Every character will have access to the full set of NPCs," says Greig. "They’ll treat you differently depending on the origin story, and when you get them is dependent on origin story too." Characters follow behind you in Explore Mode, and BioWare is strongly pushing the idea of party banter.
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"These are living, breathing characters...all the NPCs that join you have different agendas. If you say, ‘I’ll side with this faction,' that’ll obviously please some of your party members, but others will say, ‘I can’t believe you just did that.'" [...] Greig hints that NPCs might even go so far as refuse to fight if they feel you’re way out of line.
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every major area you enter has a "base camp" with activities that change depending on location, and selecting the appropriate NPC for the location will be important. "When you go into the city, it’s probably not the best idea to bring the 9- foot-tall war golem with you," says Greig, pointing to a character modeler’s monitor where a large rock creature is on display--an imposing, runecovered "dwarven war golem" named Shale. "This is one of the NPCs that joins you.... The dwarves used to make these guys for their wars, but the art of creating them has been lost. But you run into one of these guys and he gets to join up with the party--and as the prime mover of the world, you have influence over how this guy turns out. You can explore his past and get into the details to make him a living, breathing person--as far as dwarven war golems go--or you can turn him into a blind follower who’ll basically kill at your every whim." [...] "You’ll also be able to upgrade him--carve new dwarven runes into him to gain new powers. You’ll be able to customize every one of the party members in some way."
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"The art philosophy is ‘fantasy painting come to life,'" says Greig, invoking Frazetta once again. "It’s dark. It’s gritty...it’s all about dirt and texture detail." Over by the in-game wall, he points out "the best barrels you’ll see in a videogame...running on a high-end PC, you’ll see the level of detail...[we’re definitely thinking about] DirectX 10 and beyond."

A giant disfigured blue demon plays bouncer at the door. "The artists went a little bit overboard with him," says Greig. "You can actually see a reflection of the room in his eyes. They also actually went down and did scrollwork on the [treasure] chests," he says, zooming in ultra-close to reveal detailed elvish runes on thin strips of metal. "One of the reasons for this test was to figure out how much is too much."
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Dragon Age uses a modified version of the Mass Effect conversation system, much lauded at last year’s E3, in which characters’ facial expressions speak at least a hundred words, lips synch convincingly to speech
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"Back in Baldur’s Gate, if a character needed to be angry, the writers had to write angry words. Then we got to voice acting, and so the words themselves didn’t have to be angry; you could just have the actors read in an angry voice. Now we actually have a lot more options--you can say an angry word, you can have an angry voice, or you can have the character just sitting there glowering."

"A level of storytelling fidelity with digital actors that we’ve never really had before," says Gilmour. "That’s what I’d say ‘next generation’ really is."
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